Generative AI was used to assist with programming and some pre-recorded voice-over audio.
- Creator
- Mental Dreams
- Reviews
- -
- Added
- Aug 15, 2026
Public Steam disclosure research 25,383 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Generative AI was used to assist with programming and some pre-recorded voice-over audio.
Petrivore uses AI-assisted tools in parts of its development: some icons and steam assets were made with AI image generation, the in-game text and steam page was translated with AI translation tools. All of it was reviewed and edited by the developer.
Some visual assets were AI-assisted, then manually edited by our team. No AI content is generated during gameplay.
This game uses generative AI tools in parts of its development, including Pixellab, PixAI,claude.ai, ChatGPT, and Gemini AI.
During development, we used generative AI tools to transform early sketches and visual concepts into functional 2D game assets and visual materials that help define Cosmic Clicker’s identity. This included selected in-game assets, Steam store capsules, library artwork, icons, and key art. The generated results were reviewed, selected, refined, and integrated to maintain consistency with the game’s established art direction.
Some of the pre-rendered 2D art shipped with the game (era intermission illustrations, panel icons, campaign cover images and the Economic Association hall with economist portraits) was produced with generative image tools (fal.ai, Krea) from prompts authored by the developer, then post-processed by hand and by scripts in tools/. No generative AI is used at runtime. The game's simulation code, UI, isometric city renderer, world map (built from Natural Earth data) and all text, including the three interface languages, are authored by the developer.
Cigar Tycoon includes pre-generated AI-assisted content created during development, including some promotional artwork, store capsule and library artwork, and a small amount of magazine-style written content. The developer reviewed and edited this content before release. The game does not generate new content with AI during gameplay, does not connect to an external AI service, and does not send player data to an AI service.
Generative AI was used during development to assist with the creation of 2D concept art and background textures. The loading screen video is also made with generative AI. All final assets were manually edited and (if necessary) refined by the developer to match the game's art style. Voice lines for the characters were generated using AI voice tools based on licensed models. The scripts were entirely written by humans, and the generated audio was manually edited where necessary.
Generative AI was used to create and refine some pre-generated visual assets, including the game logo and Steam store capsule artwork. All AI-assisted assets are reviewed, edited, and curated by the developer before inclusion. The game does not generate content during gameplay and does not connect to external AI services.
This game uses pre-generated AI only for certain UI background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay.
I used AI to help create player models
no ai assets inside the game, just the store capsule
Guild Management Simulator began as an AI-assisted prototype. Generative AI tools were used during early development to assist with portions of programming, written game content, interface copy, design iteration, and the current Steam marketing artwork. All AI-assisted material is pre-generated and reviewed before inclusion. The game does not generate content while running, connect players to an AI service, or send player data to an AI system. The long-term goal is to replace AI-assisted material with original, developer-created work as the project is rebuilt in a dedicated game engine.
No AI generated art, music or voice is used. The game does not generate any content with AI while it runs. Localizations were machine-translated.
The icons in this game are generated by AI.
This game uses generative AI to power the pet's dialogue system. Players can choose to enable AI chat and freely select a local model (running offline) or a cloud API (requires their own API key), or completely disable AI chat and use preset or custom dialogue instead. Every AI conversation is generated in real time.
AI was used in the initial generation of some assets, but we edited them in Photoshop to adjust proportions and remove any obvious AI Slop. As this is primarily a management game, we focused heavily on the gameplay mechanics, ensuring the game is bug-free, fun to play, and, dare we say, addicting! That said, we would love for the art to be more authentic and beautiful. We have an artist under contract who can replace all of the art in the game if the game sells well enough, and we will release the updated art as a patch to all users who have previously purchased the game.
This game uses generative AI tools to assist in creating some of its text (such as dialogue and descriptions), image assets, and translations. All AI-generated content was reviewed, edited, and curated by humans during development before being included in the game. No content is generated in real time by AI during gameplay.
Sound effects and music were created using generative AI tools, then edited and processed in DAW software before being integrated into the game.
Some shipped visual assets, narrative text, localization, and store or marketing artwork were created or iterated with the assistance of generative AI tools. All output was selected, edited, reviewed, integrated, and tested by the developer. The game performs no live AI generation and sends no player input or data to an AI service.
Some character art was created with AI assistance
Generative AI tools were used during development to assist with writing, optimising, and structuring code.
Some visual assets in this game and on this store page were made with the assistance of generative AI tools and then edited by hand — specifically, the game's logo and the decorative border of the certificate you are awarded at the end of a run. Everything else was authored by the developer: all other art, all interface text, all film titles, and all game data. Nothing is generated while you play. The game makes no network connection of any kind.
AI was used to generate art assets.
Generative AI was used strictly for debugging and optimization. No AI was used to generate art, music, etc.
CRETA: Taskbar Fishing uses generative AI tools to assist with the creation of some visual and audio assets used in the game. AI was used as a supporting tool during development, while the game's design, gameplay systems, programming, and overall creative direction were created by the developer.
This game was developed with AI assistance for localization, in-game text (tutorial, lore, item descriptions, UI), monster/enemy artwork, and store page artwork (including the game's capsule image). All AI-assisted content was reviewed and edited by the developer before release. No content is generated by AI during gameplay.
Music and certain in-game UI icons were created using generative AI tools. All AI-generated assets were reviewed, selected, and, where necessary, edited by the developer before being included in the game. The game does not generate any AI content during gameplay.
This game and its Steam store page contain pre-generated content created with assistance from generative AI tools. AI image generation was used for selected 2D pixel-art assets, which were then curated, edited, cleaned, resized, and integrated by the developer. AI and machine-assisted tools were also used to prepare initial drafts of localized interface text, store-page descriptions, and other marketing copy, followed by developer review and revision. The game does not generate content during play and does not connect to any generative AI service.
This game contains pre-generated AI-assisted visual assets, including promotional images, icons, artwork, character portraits, and some UI elements. No live or runtime AI is used during gameplay. All gameplay, mechanics, code, and player interactions are handcrafted.
3D Customer Models are AI generated because of a lack of funding.
Ski Lines is a solo-developed indie game created with the help of generative AI tools. AI was used throughout production to support artwork creation, music and sound design, code assistance, prototyping, iteration, and marketing assets. Every AI-assisted element was curated, edited, and integrated by the developer to fit the game’s minimalist ski-map aesthetic and gameplay vision. The use of AI helped accelerate production while preserving human creative direction, design decisions, quality control, and final authorship.
Hearthfield's world is built in code and from CC0 model packs, and everything you see in play is made by hand. Our Steam store art, the capsules, the icons and the logo, was created with the help of AI image tools and then finished by us. We also use an AI coding assistant while building the game, and AI help when drafting store text. Our screenshots are always genuine captures from the real game. Nothing in Hearthfield is generated by AI while you play.
AI assisted in asset generation and editing of game and marketing materials.
Generative AI was used to create some in-game character artwork, images used in cutscenes, and to assist with voice-over and subtitle creation.
This game was developed with the assistance of AI tools. Some visual and audio assets were created using generative AI tools, then reviewed, selected, and refined by the developer. Portions of the game's code were written with the assistance of AI coding tools under the developer's direction and review. Game design, systems, balance, and all final decisions are the developer's own. No AI content is generated live within the game.
Generative AI tools were used to create some static art assets, narrative text and promotional materials included within the game. All AI-generated content has been manually reviewed, edited and adjusted by our development team to ensure compliance.
As a solo developer working with a limited budget, I used generative AI tools to help bring my vision to life and add more variety to the game. Specifically, AI generated 10-20 graphical assets and assisted in creating about half of the game's music tracks. The vast majority of the game (over 95%) - including all core design, programming, and mechanics was created entirely by hand.
Generative AI tools were used during development to create selected pre-generated visual assets, including the application icon, HUD texture, Property Marketplace illustrations, and Legacy Vault artwork. Four background-music tracks were also created using Google Gemini. All AI-assisted content was reviewed by the developer and packaged with the game. Hero Investor does not generate AI content during gameplay or send player data to an AI service.
This game uses AI for UI and other 2D artwork. AI is also used to generate marketing artwork.
Development of this game used AI under human direction and review for the code and game text.
Generative AI was used to create a small portion of the game’s artwork.
AI was used to generate code, art prototypes which were then handcrafted in Aseprite, CSS for UIs, and tedious copy stuffed in nooks and crannies to fill out the world.
Only the game's logo was generated using AI, solely as a temporary placeholder. It will eventually be replaced with artwork created by a human artist.
During development, as a solo developer, Claude Code was especially helpful for debugging, development and testing. There is no LLM usage within Frontier Protocol and no external connection is required to play Frontier Protocol.
The developer uses generative artificial intelligence to create some portions of the game including code and artwork. All creative decisions and testing have been performed by the developer.
The game's music was generated using an AI tool (Suno), then selected and mixed by me. Everything else — 3D models, textures, animations, sound effects, text and code is handmade. My goal is to replace it with original compositions from a human artist as soon as sales allow.
AI was used to assist with code, art, and sfx. I have manually edited and polished all AI-assisted elements by hand to make them as unsloppy as I possibly can. If anything feels like slop, please let me know in the Community Discussions / Discord, and I'll do my best to fix it. Thanks! :)
Setter uses generative AI in a limited way. The portrait images for fictional and youth players were created with AI image tools during development and ship as fixed assets: the game does not generate any content live while you play. Some promotional materials on this store page may also include AI-assisted artwork.
Some of the music in this game was created using AI tools. Text translations for some of the supported languages were also produced with AI tools
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Outpost Simulator In-game content codeaudio | Generative AI was used to assist with programming and some pre-recorded voice-over audio. | Mental Dreams | - | Aug 15, 2026 | |
Petrivore In-game content arttext | Petrivore uses AI-assisted tools in parts of its development: some icons and steam assets were made with AI image generation, the in-game text and steam page was translated with AI translation tools. All of it was reviewed and edited by the developer. | Tiny Badger | - | Aug 14, 2026 | |
Portrise Idle In-game content art | Some visual assets were AI-assisted, then manually edited by our team. No AI content is generated during gameplay. | baldgames | - | Aug 14, 2026 | |
NodeFantasy~管理型RPG~ arttext | This game uses generative AI tools in parts of its development, including Pixellab, PixAI,claude.ai, ChatGPT, and Gemini AI. | 倦怠期 | - | Aug 14, 2026 | |
Cosmic Clicker In-game content art | During development, we used generative AI tools to transform early sketches and visual concepts into functional 2D game assets and visual materials that help define Cosmic Clicker’s identity. This included selected in-game assets, Steam store capsules, library artwork, icons, and key art.
The generated results were reviewed, selected, refined, and integrated to maintain consistency with the game’s established art direction. | Gladino | - | Aug 14, 2026 | |
Governor In-game content arttext | Some of the pre-rendered 2D art shipped with the game (era intermission illustrations, panel icons, campaign cover images and the Economic Association hall with economist portraits) was produced with generative image tools (fal.ai, Krea) from prompts authored by the developer, then post-processed by hand and by scripts in tools/. No generative AI is used at runtime. The game's simulation code, UI, isometric city renderer, world map (built from Natural Earth data) and all text, including the three interface languages, are authored by the developer. | Daniling | - | Aug 14, 2026 | |
Cigar Tycoon Store/marketing arttext | Cigar Tycoon includes pre-generated AI-assisted content created during development, including some promotional artwork, store capsule and library artwork, and a small amount of magazine-style written content. The developer reviewed and edited this content before release. The game does not generate new content with AI during gameplay, does not connect to an external AI service, and does not send player data to an AI service. | Snob Studio | - | Aug 14, 2026 | |
Lying Thieves: Amsterdam In-game content artaudio | Generative AI was used during development to assist with the creation of 2D concept art and background textures. The loading screen video is also made with generative AI. All final assets were manually edited and (if necessary) refined by the developer to match the game's art style.
Voice lines for the characters were generated using AI voice tools based on licensed models. The scripts were entirely written by humans, and the generated audio was manually edited where necessary. | Sitix | - | Aug 14, 2026 | |
Dungeon Overtime Store/marketing art | Generative AI was used to create and refine some pre-generated visual assets, including the game logo and Steam store capsule artwork. All AI-assisted assets are reviewed, edited, and curated by the developer before inclusion. The game does not generate content during gameplay and does not connect to external AI services. | Orange Slug Studios | - | Aug 14, 2026 | |
Pharmacy Simulator: Big Pharma Store/marketing art | This game uses pre-generated AI only for certain UI background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay. | Yusuf Islam Seyhan | - | Aug 14, 2026 | |
Terrible Forest Management In-game content art | I used AI to help create player models | SwampMeister Games | - | Aug 14, 2026 | |
FastFoo In-game content art | no ai assets inside the game, just the store capsule | Play365 | - | Aug 14, 2026 | |
Guild Management Simulator In-game content arttextcode | Guild Management Simulator began as an AI-assisted prototype. Generative AI tools were used during early development to assist with portions of programming, written game content, interface copy, design iteration, and the current Steam marketing artwork. All AI-assisted material is pre-generated and reviewed before inclusion. The game does not generate content while running, connect players to an AI service, or send player data to an AI system. The long-term goal is to replace AI-assisted material with original, developer-created work as the project is rebuilt in a dedicated game engine. | Projekt One Games | - | Aug 14, 2026 | |
Party Tycoon: Takeover In-game content text | No AI generated art, music or voice is used.
The game does not generate any content with AI while it runs.
Localizations were machine-translated. | Ennix Games | - | Aug 14, 2026 | |
差评回复员 In-game content art | The icons in this game are generated by AI. | TianDuan | - | Aug 14, 2026 | |
Desktop Mochipal Live AI text | This game uses generative AI to power the pet's dialogue system. Players can choose to enable AI chat and freely select a local model (running offline) or a cloud API (requires their own API key), or completely disable AI chat and use preset or custom dialogue instead. Every AI conversation is generated in real time. | 菠RO_PineapRO | - | Aug 14, 2026 | |
National Park Tycoon In-game content art | AI was used in the initial generation of some assets, but we edited them in Photoshop to adjust proportions and remove any obvious AI Slop.
As this is primarily a management game, we focused heavily on the gameplay mechanics, ensuring the game is bug-free, fun to play, and, dare we say, addicting!
That said, we would love for the art to be more authentic and beautiful. We have an artist under contract who can replace all of the art in the game if the game sells well enough, and we will release the updated art as a patch to all users who have previously purchased the game. | Sunshine Toys and Games | - | Aug 14, 2026 | |
Don't Get Fired!! ~Hospital Reception Simulator~ In-game content textart | This game uses generative AI tools to assist in creating some of its text (such as dialogue and descriptions), image assets, and translations. All AI-generated content was reviewed, edited, and curated by humans during development before being included in the game. No content is generated in real time by AI during gameplay. | SaiKa工房 | - | Aug 14, 2026 | |
Idle Hippodrome In-game content audio | Sound effects and music were created using generative AI tools, then edited and processed in DAW software before being integrated into the game. | Ahmet Alper Akın | - | Aug 14, 2026 | |
OshiYa In-game content arttext | Some shipped visual assets, narrative text, localization, and store or marketing artwork were created or iterated with the assistance of generative AI tools. All output was selected, edited, reviewed, integrated, and tested by the developer. The game performs no live AI generation
and sends no player input or data to an AI service. | Volker Schukai | - | Aug 14, 2026 | |
挂机猫猫传 In-game content art | Some character art was created with AI assistance | 狮子 | 63 | Aug 13, 2026 | |
Glint Grade Dev only code | Generative AI tools were used during development to assist with writing, optimising, and structuring code. | TJSlurch | - | Aug 13, 2026 | |
NOW SHOWING: A Cinema Programming Game In-game content art | Some visual assets in this game and on this store page were made with the assistance of generative AI tools and then edited by hand — specifically, the game's logo and the decorative border of the certificate you are awarded at the end of a run. Everything else was authored by the developer: all other art, all interface text, all film titles, and all game data. Nothing is generated while you play. The game makes no network connection of any kind. | Astraea Games | - | Aug 13, 2026 | |
Skysunder In-game content art | AI was used to generate art assets. | Lilly Games | - | Aug 13, 2026 | |
Stranding Echoes Dev only code | Generative AI was used strictly for debugging and optimization. No AI was used to generate art, music, etc. | Mend Games | - | Aug 13, 2026 | |
CRETA: Taskbar Fishing In-game content artaudio | CRETA: Taskbar Fishing uses generative AI tools to assist with the creation of some visual and audio assets used in the game. AI was used as a supporting tool during development, while the game's design, gameplay systems, programming, and overall creative direction were created by the developer. | PrensCin | - | Aug 13, 2026 | |
Guild of the Tower In-game content arttext | This game was developed with AI assistance for localization, in-game text (tutorial, lore, item descriptions, UI), monster/enemy artwork, and store page artwork (including the game's capsule image). All AI-assisted content was reviewed and edited by the developer before release. No content is generated by AI during gameplay. | One Wish Studio | - | Aug 13, 2026 | |
Trade or Threat In-game content audioart | Music and certain in-game UI icons were created using generative AI tools. All AI-generated assets were reviewed, selected, and, where necessary, edited by the developer before being included in the game. The game does not generate any AI content during gameplay. | Gaodelty Interactive | - | Aug 13, 2026 | |
Watt the Bounce! — A Momentum Power Lab In-game content arttext | This game and its Steam store page contain pre-generated content created with assistance from generative AI tools. AI image generation was used for selected 2D pixel-art assets, which were then curated, edited, cleaned, resized, and integrated by the developer. AI and machine-assisted tools were also used to prepare initial drafts of localized interface text, store-page descriptions, and other marketing copy, followed by developer review and revision. The game does not generate content during play and does not connect to any generative AI service. | driftalltime | - | Aug 13, 2026 | |
Crowns of Medieval Europe In-game content art | This game contains pre-generated AI-assisted visual assets, including promotional images, icons, artwork, character portraits, and some UI elements. No live or runtime AI is used during gameplay. All gameplay, mechanics, code, and player interactions are handcrafted. | plausegame7 | - | Aug 13, 2026 | |
GRUBSTAKE: A Post Apocalyptic Pawn Shop In-game content art | 3D Customer Models are AI generated because of a lack of funding. | Paper Falcon Games | - | Aug 13, 2026 | |
Ski Lines: Trail Map In-game content artaudiocode | Ski Lines is a solo-developed indie game created with the help of generative AI tools. AI was used throughout production to support artwork creation, music and sound design, code assistance, prototyping, iteration, and marketing assets.
Every AI-assisted element was curated, edited, and integrated by the developer to fit the game’s minimalist ski-map aesthetic and gameplay vision. The use of AI helped accelerate production while preserving human creative direction, design decisions, quality control, and final authorship. | Yunogames | - | Aug 13, 2026 | |
Hearthfield In-game content arttextcode | Hearthfield's world is built in code and from CC0 model packs, and everything you
see in play is made by hand. Our Steam store art, the capsules, the icons and the
logo, was created with the help of AI image tools and then finished by us. We also
use an AI coding assistant while building the game, and AI help when drafting store
text. Our screenshots are always genuine captures from the real game. Nothing in
Hearthfield is generated by AI while you play. | Merrill Lines | - | Aug 13, 2026 | |
Agile Team In-game content art | AI assisted in asset generation and editing of game and marketing materials. | Agile Team | - | Aug 12, 2026 | |
Motel Owner Simulator In-game content artaudiotext | Generative AI was used to create some in-game character artwork, images used in cutscenes, and to assist with voice-over and subtitle creation. | GOGAME | - | Aug 12, 2026 | |
Incremental Donuts In-game content artaudiocode | This game was developed with the assistance of AI tools. Some visual and audio assets were created using generative AI tools, then reviewed, selected, and refined by the developer. Portions of the game's code were written with the assistance of AI coding tools under the developer's direction and review. Game design, systems, balance, and all final decisions are the developer's own. No AI content is generated live within the game. | MuckMedia | - | Aug 12, 2026 | |
足球经理:自走棋 In-game content arttext | Generative AI tools were used to create some static art assets, narrative text and promotional materials included within the game. All AI-generated content has been manually reviewed, edited and adjusted by our development team to ensure compliance. | 刻奇游戏 | - | Aug 12, 2026 | |
Car Wash Simulator In-game content artaudio | As a solo developer working with a limited budget, I used generative AI tools to help bring my vision to life and add more variety to the game. Specifically, AI generated 10-20 graphical assets and assisted in creating about half of the game's music tracks. The vast majority of the game (over 95%) - including all core design, programming, and mechanics was created entirely by hand. | Majestic Twelve | 60 | Aug 11, 2026 | |
Hero Investor In-game content artaudio | Generative AI tools were used during development to create selected pre-generated visual assets, including the application icon, HUD texture, Property Marketplace illustrations, and Legacy Vault artwork. Four background-music tracks were also created using Google Gemini. All AI-assisted content was reviewed by the developer and packaged with the game. Hero Investor does not generate AI content during gameplay or send player data to an AI service. | SmartAtum | - | Aug 11, 2026 | |
Outdoor Wine Market Simulator In-game content art | This game uses AI for UI and other 2D artwork. AI is also used to generate marketing artwork. | navlikesbunnies | - | Aug 11, 2026 | |
Long Dives Dev only codetext | Development of this game used AI under human direction and review for the code and game text. | KazooKat | - | Aug 11, 2026 | |
Dead Tube In-game content art | Generative AI was used to create a small portion of the game’s artwork. | DaiFire | - | Aug 11, 2026 | |
Fablewood Chronicles In-game content artcodetext | AI was used to generate code, art prototypes which were then handcrafted in Aseprite, CSS for UIs, and tedious copy stuffed in nooks and crannies to fill out the world. | Developesque | - | Aug 11, 2026 | |
Beehive Simulator Store/marketing art | Only the game's logo was generated using AI, solely as a temporary placeholder. It will eventually be replaced with artwork created by a human artist. | Eragone | - | Aug 11, 2026 | |
Frontier Protocol Dev only code | During development, as a solo developer, Claude Code was especially helpful for debugging, development and testing. There is no LLM usage within Frontier Protocol and no external connection is required to play Frontier Protocol. | William Radcliffe | - | Aug 11, 2026 | |
Ticker & Trade In-game content artcode | The developer uses generative artificial intelligence to create some portions of the game including code and artwork. All creative decisions and testing have been performed by the developer. | jamminTheDev LLC | - | Aug 11, 2026 | |
Froggous Grove In-game content audio | The game's music was generated using an AI tool (Suno), then selected and mixed by me. Everything else — 3D models, textures, animations, sound effects, text and code is handmade. My goal is to replace it with original compositions from a human artist as soon as sales allow. | Bloom³ | - | Aug 11, 2026 | |
Click to Obsolete In-game content artaudio | AI was used to assist with code, art, and sfx. I have manually edited and polished all AI-assisted elements by hand to make them as unsloppy as I possibly can. If anything feels like slop, please let me know in the Community Discussions / Discord, and I'll do my best to fix it. Thanks! :) | Shaked Yarkony | - | Aug 11, 2026 | |
Setter: Volleyball Manager 27 In-game content art | Setter uses generative AI in a limited way. The portrait images for fictional and youth players were created with AI image tools during development and ship as fixed assets: the game does not generate any content live while you play. Some promotional materials on this store page may also include AI-assisted artwork. | Setter | - | Aug 11, 2026 | |
Stash Mayhem In-game content audiotext | Some of the music in this game was created using AI tools. Text translations for some of the supported languages were also produced with AI tools | Nauco Labs | - | Aug 11, 2026 |